CBaseCombatWeapon::IsWeaponVisible
0x00406500 · 93 bytes · __thiscall
_ZN17CBaseCombatWeapon15IsWeaponVisibleEv
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::IsWeaponVisible() */
uint __thiscall CBaseCombatWeapon::IsWeaponVisible(CBaseCombatWeapon *this)
{
char cVar1;
CBasePlayer *this_00;
int iVar2;
this_00 = (CBasePlayer *)GetOwner(this);
if (this_00 != (CBasePlayer *)0x0) {
cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar1 != '\0') {
iVar2 = CBasePlayer::GetViewModel(this_00,*(int *)(this + 0x13f8));
if (iVar2 != 0) {
return (*(uint *)(iVar2 + 0xd4) >> 5 ^ 1) & 1;
}
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.